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[your go-to system] Martial Arts

Started by The Butcher, March 29, 2011, 08:22:59 AM

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The Butcher

Which game or system do you (or would you) use to run a martial arts (as in, East Asian, unarmed martial arts)-focused game, with or without supernatural elements, and why?

Incidentally, does anyone know whether there's ever been a functional, expanded unarmed martial arts sub-system for BRP in print? I've considered hacking the MRQII Combat Style rules to do it, but if there's a good published system out there that anyone knows of, it might do in a pinch.

stu2000

There hasn't been too much new martial arts stuff outside the big yellow book. But here are a couple links. The first one sounds more rulesy, while the second sounds more world-oriented. They're both on my "pick up pretty soon" list.

http://basicroleplaying.com/showthread.php/1889-DRAGON-LINES-Guardians-of-the-Forbidden-City

http://catalog.chaosium.com/product_info.php?products_id=6549
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kryyst

Probably Feng Shui. Just locking down time frames or zaniness depending on exactly what sort of martial arts I was looking for.
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Rubio

For all my beefs with MDC, I thought that the SDC system in Ninjas and Superspies worked awesomely for martial arts-y stuff.

I also took part in the playtesting of a game called Fight! which sought to model fighting games. It was a really, really crunchy system.

RPGObjects also has a Modern^20 ruleset based loosely on the d20 Modern SRD with its own rather detailed Martial Arts supplement that, while cool-looking on paper, I've never gotten to play. Cursed gaming groups that don't want to try out new things...
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Spinachcat

Palladium's Ninjas & Superspies works for me.  Hong Kong Action Theatre was pretty fun chopsocky.  If you like rules light gonzo you can't beat Feng Shui.

N&SS blends well with psionics and magic too.  A GM I knew ran a N&SS campaign in a futuristic psionic world without guns.  It was quite cool and I would love to replicate it one day.

Cranewings

I'll chime in a third time for Ninja's and Superspies, although I think my own game system is more interesting for martial arts.

Bloody Stupid Johnson

Fourth one for Ninjas & Superspies :)

I haven't played it as a standalone system, but it looked pretty good. It defines alot of different martial arts styles in alot of detail, along with different level advancement. Perhaps more interesting in terms of choice of moves etc. in combat, while I've only played Feng Shui like twice but its more about the fu powers. Both would let you create a wide variety of different characters, Feng Shui through reskinning various things while N&S you'd have to plug in whatever other Palladium books you own.

I should also mention Heroic Golden Turbulence as possibly of interest. Its a freerpg that's gone to oblivion but still findable on the Wayback Machine (as a series of webpages though, not pdf). Fairly simple; it has a weird dice pool system where you get successes of different colours.

http://web.archive.org/web/20001008120637/www-personal.monash.edu.au/~sbeattie/HGT/hgt1.htm

There was also a Street Fighter RPG from White Wolf awhile back that might be adaptable to something useful ...;)

Cranewings

BSJ, NS is kind of about the powers as well. In typical Palladium style, the choices aren't equal at all. I've let my resident power gamer play a martial artist in heroes unlimited and nightbane several times. Even at 1st level, there are ways to get outrageous direct HP damage or automatic throws over +20 all the time. If I let him start with a few levels, it's nothing for him to trash nightbane (though there are plenty of characters and martial artists in that game that couldnt fight their way out of a paperbag).

Simlasa

#8
Quote from: The Butcher;448628Incidentally, does anyone know whether there's ever been a functional, expanded unarmed martial arts sub-system for BRP in print? I've considered hacking the MRQII Combat Style rules to do it, but if there's a good published system out there that anyone knows of, it might do in a pinch.
Howabout Dragon Lines?
I bought a copy a while back but immediately loaned it to a friend... and... I need to get it back... so I can't say much about it, but the reviews I've read were good.

stu2000

I like Ninjas and Superspies, too. When I'm figuring out what I want a character's martial arts to do in GURPS or Hero, I sometimes look back to N&S for guidelines.

I dearly love Hong Kong Action Theater!. Its sister game, Swords of the Middle Kingdom, takes the same general mechanics and strips away the "actor playing a character" gimmick. We played a very satisfying campaign ripping off Zu, Warriors of the Magic Mountain.

DragonFist has always been my favorite iteration of 2nd ed. D&D.

I like Feng Shui a lot. I feel like it's tied a little more tightly to the world of Shadowfist than most folks do, but that suits me. I love Shadowfist, too.

I liked Ninja Hero a lot and would scatter ninjas through my Justice Inc. games.

I like Qin, but it's its own thing. I wouldn't call it a go-to game.

I still haven't comletely figured out how to play Weapons of the Gods. Sort of. Not really. I can't recomment it.

Fudge has a few different martial arts rules. None are completely awesome.

If folks wanted to play a game off the shelf that used martial arts, I'd probably go with HKAT!. If they wanted to o a campaign involving a particular vision of martial arts, from a movie or something, I'd probably go with Hero. If they wanted to play kinda beer and pretzels with kung fu references, I'd go with Ninjas and Superspies or DragonFist. You can't go wrong with any of those.
Employment Counselor: So what do you like to do outside of work?
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Cole

Quote from: Simlasa;448752Howabout Dragon Lines?
I bought a copy a while back but immediately loaned it to a friend... and... I need to get it back... so I can't say much about it, but the reviews I've read were good.

Do you have a link to a solid review? It sounds promising.
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Bloody Stupid Johnson

Quote from: Cranewings;448748BSJ, NS is kind of about the powers as well. In typical Palladium style, the choices aren't equal at all. I've let my resident power gamer play a martial artist in heroes unlimited and nightbane several times. Even at 1st level, there are ways to get outrageous direct HP damage or automatic throws over +20 all the time. If I let him start with a few levels, it's nothing for him to trash nightbane (though there are plenty of characters and martial artists in that game that couldnt fight their way out of a paperbag).

Heya Cranewings. What I was trying to say with my 'powers' comment, which I did badly, was that N&S has sort of a framework of moves anyone can use, spelled out in a fair bit of detail - e.g. you choose to parry, dodge, multiple dodge, throw etc, and then on strikes you then have various damages based on whether your making a one-finger attack, double fist punch, kick etc.
Compare that to Feng Shui and I think the combat moves aren't described in as much detail, except  for a few fu powers you pick, and the GM is kind of expected to improvise more when the PCs try to do something outside the box. (That was my impression, anyway).

Sort of like comparing 3E D&D and 4E, where one has a bigger list of combat actions anyone can do (disarm, trip, grapple, feint, etc), while the other just describes your main options with a powers list that you pick from.

Though you're right, N&S does have powers as well.

Cranewings

You know, I never liked that different moves do different amounts of damage. I usually let people do damage equal to there best non-restricted move. There isn't a reason in NS to mix it up for most characters- they can just spam their turning kick over and over.

Damage per move would make more sense if the moves interacted with each other or had other properties. Sense all you do is pick one, it's shitty that there is always a best one.

Pete Nash

Quote from: Cranewings;448764You know, I never liked that different moves do different amounts of damage. I usually let people do damage equal to there best non-restricted move. There isn't a reason in NS to mix it up for most characters- they can just spam their turning kick over and over.
I always suffered the same situation as a GM. That is why for MRQ2 it is assumed that any and every part of the body could be used for unarmed fighting; concatenating the previously different skills and damage dice into single values.

You can model specific types of martial arts in MRQ2 by limiting each style to a certain subset of Combat Manoeuvres. So you could wire techniques like Trip and Disarm to Aikido-like styles, or Sunder and Bash to hard forms like Karate for example. More mystical abilities can be modelled using Heroic Abilities powered by Ki (Magic Points) and only taught to those who have proven themselves to their Sensai (mentor), School (cult) or succeeded in a significant quest (maybe like Musashi's warrior pilgrimage).

Thus not only is MRQ2 easy to hack for a Martial Arts campaign, but the combat is fun too - being able to defeat foes and break limbs without necessarily needing to kill them.
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Rubio

Quote from: stu2000;448754DragonFist has always been my favorite iteration of 2nd ed. D&D.

I only heard of this after it was long out of print. Do you have a link to a review or overview of some sort?
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